AIOCF

From Sword World Translation Project
Jump to navigationJump to search

Combat Feats are special skills PCs acquire through intense training, and represent the culmination of learning new techniques. At character creation, one Combat Feat is chosen. Then, at each odd Adventurer Level (so 3, 5, 7, etc.), an additional Combat Feat is added to the character's repertoire. Additionally, certain classes will automatically learn some Combat Feats upon reaching higher levels, and these particular Combat Feats do not count against the character's choice.

There are two kinds of Combat Feats, Passive and Active. Passive Combat Feats, like Weapon Proficiency/**, are Combat Feats that are always applied, and don't need to be activated in order to receive the benefit. Active Combat Feats, on the other hand, must be activated as a Minor Action during combat, and only apply their effect once before needing to be activated again.

How to Read Combat Feats

The following is a list of Combat Feats, arranged first by Passive, then Active Combat Feats, then alphabetically within those listings. Listed below is the description of each term used.

1. Name: The name of the Combat Feat.
2. Prerequisites: The requirements needed in order to learn the Combat Feat. If a Combat Feat has multiple prerequisites, all of them must be met in order to learn the Combat Feat. Typical prerequisites include:
Adventurer Level *: The character's Adventurer Level needs to be at least *, if not higher.
** Class Level *: The requisite Class Level, **, needs to be at least *, if not higher.
《**》: The listed Combat Feats must be learned first.
3. Class: If the Combat Feat uses a Class Level in its calculation somewhere, the class required is listed here.
4. Overview: Provides a quick, one or two sentence blurb about the Combat Feat.
5. Explanation: Provides the specific details of the Combat Feat.

Passive Combat Feats List

The feats listed here are always in effect. They do not need to be activated. Passive Combat Feats include effects that improve on Active Combat Feats, or allow you to take new actions.

Aimed Shot
Prerequisites: None Class: -
Description: You can shoot at an enemy's weak point for massive damage.

Effect: You can execute an aimed shot with a ranged weapon.

You may only make an aimed shot on a character who has not moved or taken only Limited Moves over the past round. You may not target a character who is in melee.

First, the target must not be aware of you, or you must hide using a Hide action. The target of the aimed shot may make a Danger Sense check to notice your presence. If the distance exceeds 10m, the character using Aimed Shot gets a +1 bonus on his Hide check.

If the Hide check succeeds, the sniper can make an aimed shot. By taking 10 seconds to aim, the sniper receives a +1 bonus to Accuracy, and their critical threshold is reduced by -1 (criticals become more likely). The effect of aiming can be stacked up to three times, after which the bonus to Accuracy is +3 and the critical threshold is reduced by 3 (to a minimum of 8).


Archer's Grace
Prerequisites: Marksman Level 7 Class: Marksman
Description: Dodge attacks like a professional dancer.
Effect: You may calculate Evasion using your Marksman Class Level + Agility Modifier.


Armor Master
Prerequisites: Adventurer Level 11, 《Armor Proficiency II/**》 Class: -
Description: Improved skill at arms allows the use of any type of armor.
Effect: You can equip any armor or shield without penalty.


Armor Proficiency/**
Prerequisites: None Class: -
Description: You are more skilled and graceful in your chosen armor.

Effect: You must choose an armor category for ** when you learn this feat, either metal, nonmetal, or shields. When you wear armor of that category, your Defense increases by +1. In addition, you can wear A rank armor of that category.

You may take this feat multiple times for different armor categories.


Armor Proficiency II/**
Prerequisites: Adventurer Level 5, 《Armor Proficiency/**》 (same category) Class: -
Description: You are even more skilled and graceful with your chosen armor.

Effect: When you wear armor of the ** category, you now gain an extra +2 points of defense (for a total of +3). In addition, you can wear S rank armor of that category.


Battle Master
Prerequisites: Fighter or Grappler Level 13 Class: -
Description: Combine the effects of two Active Combat Feats.
Effect: Two Active Combat Feats can be used per round. Apply each effect (and any penalties) separately.

You automatically learn this feat when your Fighter or Grappler level is increased to 13. You may not learn it any other way.


Block
Prerequisites: Adventurer Level 3 Class: -
Description: You can engage several enemies, trapping them in a skirmish.

Effect: When the character is in a skirmish, he counts as twice his size when determining if characters are blocking movement through that skirmish. A PC would count as two characters, while monsters with two body segments count as four characters.


Capacity
Prerequisites: Adventurer Level 11 Class: -
Description: Increase MP capacity.
Effect: Your Maximum MP increases by +15. Grassrunners cannot take this Combat Feat.


Chain Attack
Prerequisites: Gain a level in Grappler

Class: Grappler

Description: After making an attack, you strike the same enemy once more.

Effect: You automatically learn this feat when you gain your first Grappler level. You may not learn it any other way.

When attacking with a one-handed Wrestling weapon, you can make another attack against the same enemy using the same weapon.

If you have 《Dual Wielding》 as well, 《Chain Attack》 can be used to make a third attack. If you do, the attack from 《Chain Attack》 is not subject to the penalties from 《Dual Wielding》, but must be made with a one-handed Wrestling weapon.

You cannot use 《Chain Attack》 with 《Throw Attack》.


Counter
Prerequisites: Grappler Level 7 Class: Grappler
Description: Strike back at an attacking opponent.
Effect: Once per round, after an opponent rolls Accuracy to hit, instead of rolling Evasion you can declare a Counter.

Make an attack with a Wrestling weapon, and compare the Accuracy rolls. If the Counter-Accuracy roll is greater, the original attack is evaded and the Counter-Attack is performed. If the enemy's Accuracy is greater, the attack hits, and the Power Table result is treated as a roll of 12 (resolve any criticals as normal).

You automatically learn this feat when your Grappler level is increased to 7. You may not learn it any other way.


Dual Technique
Prerequisites: Adventurer Level 5, 《Dual Wielding》 Class: -
Description: You can fight perfectly with both your weapons.

Effect: When you attack with both your weapons against a single target, you do not incur an Accuracy penalty.

You can equip two weapons each with a Minimum Strength rating of up to 15.


Dual Wielding
Prerequisites: None Class: -
Description: You can wield a weapon in each hand.

Effect: When you make a melee or ranged attack, you can attack twice, once with a weapon in each hand. You cannot aim at two targets at once, so both attacks must be made at the same target. In addition, both attacks incur a -2 Accuracy penalty.

You can only wield weapons with a combined Minimum Strength of up to 15.

You may not wield two weapons at once without having 《Dual Wielding》.


Evasive Maneuvers
Prerequisites: Adventurer Level 3 Class: -
Description: You evade attacks with nimble steps.
Effect: Your Evasion increases by +1.


Fast Action
Prerequisites: Scout Level 7 Class: -
Description: Get the jump on enemies in the first round of combat.
Effect: If your party wins initiative, you may take two Major Actions the first round of combat. However, you may only move once.

You automatically learn this feat when your Scout level is increased to 7. You may not learn it any other way.


Fleet Footed
Prerequisites: Ranger Level 12 Class: -
Description: Increases mobility.
Effect: The character's Normal Move increases by 10m, and their Full Move increases by 30m.

You automatically learn this feat when your Ranger level is increased to 12. You may not learn it any other way.


Footwork
Prerequisites: Adventurer Level 9 Class: -
Description: Move farther with Limited Movement.
Effect: Move up to 10m when taking a Limited Move. If Dexterity is less than 10, move up to "Dexterity" meters instead.


Greater Mana Strike
Prerequisites: Adventurer Level 9, 《Mana Strike》 Class: -
Description: Improve Accuracy of 《Mana Strike》.
Effect: When you use 《Mana Strike》, you can add your Intelligence Modifier to the attack's Accuracy. However, you suffer an additional -1 penalty to Evasion, Fortitude, and Willpower checks (for a total of -2) when using 《Mana Strike》.


Guardian
Prerequisites: Adventurer Level 9, 《Cover》 Class: -
Description: Protect a target from multiple attacks.
Effect: This feat enhances 《Cover》. When you declare 《Cover》, you can choose to redirect up to 5 attacks towards each character you're Covering to yourself.


Guided Magic
Prerequisites: None Class: -
Description: You take aim with your spell to strike an enemy.

Effect: You can target an aimed spell at any enemy who is behind incomplete cover or is blocked by another character. Also, you don't risk a misfire if you cast an aimed spell into a skirmish.


Harmony
Prerequisites: Bard Level 5 Class: Bard
Description: Sing multiple songs and stack the effects.
Effect: Choose two Spellsongs to be harmonized. These Spellsongs cannot have conflicting effects (GM's discretion).

The Bard and a chosen pet begin to play both Spellsongs (note who is playing which Spellsong). The area of effect for both Spellsongs is limited to 10m, but count as one Spellsong for determining Magic Power as well as resisting the effects.

If the Spellsongs have different durations, time elapsed will count from the Spellsong with the longer prelude.


Hawk Eye
Prerequisites: 《Precise Shot》 or 《Guided Magic》 Class: -
Description: You track your enemies like a hawk hunting its prey.
Effect: You can cast magic and make ranged attacks whenever an enemy is not fully shielded by cover such as forests, or through skirmish. You may also target enemies partially shielded by blocking items or cover such as brush.


Healing Aptitude
Prerequisites: Ranger Level 5 Class: -
Description: Enhances recovery effects.
Effect: Whenever you recover your own HP (regardless of method), increase the healing done by +1 point.

You automatically learn this feat when your Ranger level is increased to 5. You may not learn it any other way.


Improved Throw
Prerequisites: Adventurer Level 3, 《Throw Attack》 Class: Grappler
Description: Your throw attack is more powerful.
Effect: This feat increases the power of 《Throw Attack》 and improves its effect. You can throw four-legged creatures and even creatures with up to eight legs and two body sections. The Power of the 《Throw Attack》 increases to 20.


Indomitable
Prerequisites: Ranger Level 7 Class: -
Description: Continue past limitations with sheer will.
Effect: If your HP drops to 0 or less, you may make a Death Check in order to stay standing, taking actions as normal. However, if you fail a Death Check, you die.

You automatically learn this feat when your Ranger level is increased to 7. You may not learn it any other way.


Iron Wall
Prerequisites: 《Cover》 Class: -
Description: You can defend more allies.

Effect: This feat enhances 《Cover》. When you declare 《Cover》, you can choose to cover up to three allies. You may only cover for allies in the same skirmish as you.

You may only cover for each ally once per round.


Keen Eyes
Prerequisites: Sage Level 5 Class: -
Description: Notice more and better treasure when defeating enemies.
Effect: When rolling for Loot Recovery during Post-Combat Cleanup, add +1 to the roll.

You automatically learn this feat when your Sage level is increased to 5. You may not learn it any other way.


Magic Control
Prerequisites: 《Guided Magic》, 《Magic Convergence》 Class: -
Description: Your understanding of magic lets you affect only the targets you want.

Effect: When you cast a spell with an area of effect, you may choose which allies and enemies in the area are affected by the spell. If you cast into a battlefield, you may choose any targets you want up to the maximum target limit of the spell.


Mana Resistance
Prerequisites: Sage Level 12 Class: -
Description: Sense the movements of mana and protect oneself.
Effect: By feeling the movement of mana, the Sage can tell when a magical attack is coming and prepare appropriately, reducing all Magic Damage they receive by -5.

You automatically learn this feat when your Sage level is increased to 12. You may not learn it any other way.


Mana Save
Prerequisites: Sage Level 9 Class: -
Description: Use mana more efficiently.
Effect: When using MP for any reason, reduce the MP spent by -1. This cannot reduce an MP cost lower than 0 (i.e. you cannot spend negative MP).

You automatically learn this feat when your Sage level is increased to 9. You may not learn it any other way.


MP Save/**
Prerequisites: Adventurer Level 5 Class: -
Description: You use mana more efficiently, reducing your consumption.

Effect: Choose one spellcasting class for ** when you learn this feat. Any spell you use from that class consumes 1 less MP. This effect cannot reduce the cost of a spell to 0 MP (minimum 1 MP). When you use [Metamagic/**] for your spells, you multiply the reduced MP cost.


Muscle Mystery
Prerequisites: Enhancer Level 5 Class: -
Description: Push your body to its limits, extending your techniques.
Effect: Double the duration of all Techniques. This does not work on Techniques whose duration is "Instant".


Pinpoint Attack
Prerequisites: Adventurer Level 7 Class: -
Description: Improve the Accuracy of physical attacks.
Effect: Increase your Accuracy with melee and ranged attacks by +1.


Pinpoint Attack II
Prerequisites: Adventurer Level 9, 《Pinpoint Attack》 Class: -
Description: Strike true, regardless of weapon.
Effect: Increase your Accuracy with melee and ranged attacks by an additional +1 (for a total of +2 Accuracy).


Potion Master
Prerequisites: Ranger Level 9 Class: -
Description: Drink potions without a second thought.
Effect: It is now a Minor Action for you to drink an potion during combat. Only one potion may be drunk per round.

You automatically learn this feat when your Ranger level is increased to 9. You may not learn it any other way.


Powerful Magic
Prerequisites: 2 Wizard-type Classes Level 8 Class: -
Description: Increase the strength of spells.
Effect: Your Magic Power increases by +1 for all Classes.


Precise Shot
Prerequisites: None Class: -
Description: You aim your shots carefully to make sure they strike true.
Effect: You don't risk a misfire when you fire a ranged weapon into a battlefield.


Sage's Wisdom
Prerequisites: Sage Level 15 Class: Sage
Description: Become perfectly proficient as a Sage.
Effect: Once per check, the Sage may reroll the result of a skill check they are proficient in as a Sage. The choice to reroll can be made after seeing the result of their first roll. Both dice must be rerolled, and the new result must be taken.

You automatically learn this feat when your Sage level is increased to 15. You may not learn it any other way.


Shadow Sneak
Prerequisites: Scout Level 9 Class: -
Description: Quickly move though blind spots.
Effect: When moving, you are not stopped by any sort of obstructions or blocked movement. You do not need to declare intent to leave the battlefield.

You automatically learn this feat when your Scout level is increased to 9. You may not learn it any other way.


Shukuchi
Prerequisites: Ranger Level 15 Class: -
Description: Take Actions after a Full Move.
Effect: The Ranger is able to take any Actions normally possible after a Normal Move after taking a Full Move as well.

You automatically learn this feat when your Ranger level is increased to 15. You may not learn it any other way.


Skill Master
Prerequisites: Scout Level 15 Class: Scout
Description: Become perfectly proficient as a Scout.
Effect: Once per check, the Scout may reroll the result of a skill check they are proficient in as a Scout. The choice to reroll can be made after seeing the result of their first roll. Both dice must be rerolled, and the new result must be taken.

You automatically learn this feat when your Scout level is increased to 15. You may not learn it any other way.


Tenacity
Prerequisites: Fighter or Grappler 5 Class: -
Description: You toughen your body so you can take more punishment.
Effect: Your maximum HP increases by +15.


Tenacity II
Prerequisites: Tenacity Class: -
Description: Train your body to withstand further damage.
Effect: Your maximum HP increases again by +15 points (for a total of +30 maximum HP).


Toughness
Prerequisites: Fighter Level 7 Class: -
Description: Train your body to withstand powerful attacks.
Effect: Your maximum HP increases by +15 points.

You automatically learn this feat when your Fighter level is increased to 7. You may not learn it any other way.


Trample
Prerequisites: Adventurer Level 5, 《Throw Attack》 Class: Grappler
Description: You attack with your feet after throwing an enemy.

Effect: When you successfully hit with 《Throw Attack》, you may then make another attack against the same enemy, using either a Kick or an equipped foot weapon to attack. When attempting an Accuracy check, the target takes a -2 penalty for falling prone when making an Evasion check.


Treasure Hunt
Prerequisites: Scout Level 5 Class: -
Description: Notice more and better treasure when defeating enemies.
Effect: When rolling for Loot Recovery during Post-Combat Cleanup, add +1 to the roll.

You automatically learn this feat when your Scout level is increased to 5. You may not learn it any other way.


Treasure Master
Prerequisites: Scout Level 12 Class: -
Description: Notice the choicest treasure and monster parts when looting.
Effect: When rolling for Loot Recovery during Post-Combat Cleanup, add an additional +1 to the roll (for a total of +2).

You automatically learn this feat when your Scout level is increased to 12. You may not learn it any other way.


Twin Strike
Prerequisites: 《Dual Wielding》 Class: -
Description: You can attack two enemies at once.

Effect: If you are wielding a weapon in each hand, you may roll Accuracy twice against two different targets. You may select the target for the second attack after the first has been resolved.

If you use 《Chain Attack》 after 《Twin Strike》, you may choose either of Twin Strike's targets as the new target.


Weakness Exploit
Prerequisites: Sage Level 7 Class: -
Description: Doubles the effectiveness of hitting weak points.
Effect: On a successful Monster Knowledge check, you double any benefits from hitting that monster's Weak Point. For example, "Physical Damage +1" becomes "Physical Damage +2", or "Fire Damage +3" becomes "Fire Damage +6". Allies will hit Weak Points normally (i.e. their bonuses aren't doubled).

You automatically learn this feat when your Sage level is increased to 7. You may not learn it any other way.


Weapon Master
Prerequisites: Adventurer Level 11, 《Weapon Proficiency II/**》 Class: -
Description: Improved skill at arms allows the use of any weapon.
Effect: You can equip any weapon without penalty.


Weapon Proficiency/**
Prerequisites: None Class: -
Description: You are more skilled and graceful with your chosen weapon.

Effect: You must choose a weapon category for ** when you learn this feat, such as Swords or Axes. When you wield a weapon of that category, you deal +1 damage. In addition, you can wield A rank weapons of that category.

You may take this feat multiple times for different weapon categories.


Weapon Proficiency II/**
Prerequisites: Adventurer Level 5, 《Weapon Proficiency/**》 (same category) Class: -
Description: You are even more skilled and graceful with your chosen weapon.

Effect: When you wield a weapon of the ** category, you now deal an extra +2 damage (for a total of +3). In addition, you can wield S rank weapons of that category.


Wordbreak
Prerequisites: None Class: -
Description: Counters magical effects.
Effect: As a Major Action, attempt to negate a magical effect. Treat this as a spell with "Target: One Magical Effect" and "Range/Area: Touch/-". The name of the magical effect doesn't need to be known.

Compare your Magic Power against the Magic Power of the magical effect. If yours is greater, the magical effect is negated.


Active Combat Feats List

These Combat Feats must be activated to take effect. Activating a Combat Feat is a Minor Action. You may only activate one Combat Feat per turn.

Penalties imposed by a Combat Feat last until the beginning of the user's next turn.

Aimed Attack
Prerequisites: None Class: -
Description: You focus on accuracy over raw power as you attack.

Effect: Each of your Accuracy checks is made with a +1 bonus, but your critical threshold increases by +1 (criticals become less likely). If your critical threshold is already 13 or more, you cannot use 《Aimed Attack》.


Aimed Attack II
Prerequisites: 《Aimed Attack》 Class: -
Description: You attack even more accurately, striking with surgical precision.

Effect: Each of your Accuracy checks is made with a +2 bonus, but your critical threshold increases by +2 (criticals become less likely). If your critical threshold is already 12 or more, you cannot use 《Aimed Attack II》.


Aimed Attack III
Prerequisites: 《Aimed Attack II》, Fencer Level 9 Class: Fencer
Description: Strike with blinding speed.
Effect: Each of your Accuracy checks is made with a +3 bonus, but your critical threshold increases by +3 (criticals become less likely). If your critical threshold is already 11 or more, you cannot use 《Aimed Attack III》.


Cleave
Prerequisites: Fighter Level 9 Class: Fighter
Description: Swing a two-handed weapon to attack multiple targets.
Effect: When wielding a Sword, Axe, Mace or Warhammer that requires two hands to wield, the Fighter can attack up to 5 targets in the same battlefield. Each attack requires its own Accuracy check, made with a -2 penalty, and each target hit must make their own Evasion check.


Cover
Prerequisites: None Class: -
Description: You defend nearby allies by blocking attacks.

Effect: When you declare 《Cover》, select one creature in the same battlefield or that you can reach with a Limited Move. Whenever that character is subject to a melee or ranged attack, you become the target of that attack instead. That attack hits you without a roll.

《Cover》 triggers automatically when the subject is targeted by an attack. It can only trigger once per round and will not trigger against magical attacks, other feats, or effects that hit an area. 《Cover》 can only be used on a willing creature.

The effect of 《Cover》 lasts until the beginning of your next turn.


Flying Kick
Prerequisites: Grappler Level 9 Class: Grappler
Description: End movement with a flying kick.
Effect: At the end of a Normal Move, if the Grappler was able to move 10m or more, they may immediately make an attack using the Kick Wrestling weapon. While this is treated as a Major Action, the Grappler may take one additional Major Action during that same turn.


Infight
Prerequisites: Grappler Level 9 Class: Grappler
Description: Rush in to attack, disregarding safety.
Effect: Increase your Accuracy by +3, but decrease your Evasion by -3.


Lethal Strike
Prerequisites: None Class: -
Description: You attack an enemy's weak point for massive damage.

Effect: When determining Calculated Damage from a melee attack, the weapon's critical threshold is reduced by 1 (criticals become more likely). 《Lethal Strike》 cannot reduce the critical rate to 7 (minimum 8).

When you use Lethal Strike, you suffer a -2 penalty to Evasion.


Magic Convergence
Prerequisites: None Class: -
Description: You shrink the area of a spell to pinpoint only the target you want to affect.

Effect: You can cast a spell whose area is a radius such that only a single target is affected.


Mana Strike
Prerequisites: None Class: -
Description: You infuse your attacks with mana to deal more damage.

Effect: You can add your Magic Power to your melee damage, choosing any spellcasting class level you have to determine your Magic Power.

When using 《Mana Strike》, you suffer a -1 penalty to Evasion, Fortitude, and Willpower checks.


Metamagic/Accuracy
Prerequisites: None Class: -
Description: You cast a spell at an enemy repeatedly, ensuring you hit.

Effect: You cast a spell repeatedly in one turn. You make a separate Spellcasting roll for each casting, then choose one to apply. You pay the MP cost for each attempt.

If the spell has an effect based on Power Tables, roll for it only once.

You can activate this feat on the same turn as any other 《Metamagic》 feat.


Metamagic/Area
Prerequisites: None Class: -
Description: You infuse a spell with extra mana to widen its area of effect.

Effect: You widen the effect of a spell whose area is a radius.

The MP cost of the spell increases by one time over for each meter the radius is to be expanded (2x for 1m, 3x for 2m, etc.). The maximum number of affected targets also increases. The new target limit is equal to the number of characters who can be in the battlefield.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Metamagic/Distance
Prerequisites: None Class: -
Description: You infuse a spell with extra mana to extend its range.

Effect: You increase the range of a spell by two or three times. Multiply the MP cost by as much as the range was extended. You cannot use 《Metamagic/Distance》 on a spell with a range of Self or Touch.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Metamagic/Targets
Prerequisites: None Class: -
Description: You infuse a spell with extra mana to make it affect more targets.

Effect: You increase the number of targets a spell can affect. Multiply the MP cost by the number of targets (2x for two targets, 3x for three targets, etc.). You cannot use 《Metamagic/Targets》 on a spell with a range of Self or Touch. You can select the targets one by one, or all at the time of casting if you prefer.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Metamagic/Time
Prerequisites: None Class: -
Description: You infuse a spell with extra mana to extend its duration.

Effect: You increase the duration of a spell effect by two or three times. Multiply the MP cost by as much as the duration was extended. You cannot use 《Metamagic/Time》 on a spell with a duration of Instant or Permanent.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Mirage Arrow
Prerequisites: Marksman Level 9 Class: Marksman
Description: Make two attacks and take the better result.
Effect: When using Thrown or Bow weapons, the Marksman may make two attack rolls against the same target, taking the better of the two rolls. Using this Combat Feat expends two ammunition.


Multi-Action
Prerequisites: Adventurer Level 5 Class: -
Description: Cast spells and attack in the same round.
Effect: As a Major Action, you may both cast a spell and make a melee attack on a character in range. There is no limit to the spell that may be cast, so long as the conditions to cast it are met. However, as with casting a spell normally, movement is restricted to a Limited Move. Additionally, while a spell may be cast and a melee attack made in the same round, casting two spells or making two melee attacks is not allowed.


Nerve Strike
Prerequisites: Grappler Level 9 Class: Grappler
Description: Aim at vital points, reducing the damage from physical attacks.
Effect: When declaring an attack, you can say you're going for a 《Nerve Strike》. If that attack hits, for the next 10 seconds (1 round), the target's physical melee and ranged attacks will deal -8 damage. This cannot reduce the damage to 0 or lower, and only one damage reduction effect may be active on a target.


Power Strike
Prerequisites: None Class: -
Description: You focus on offense and attack for high damage.

Effect: Your melee attacks do +4 damage.

When you use 《Power Strike》, you suffer a -2 penalty to Evasion until your next turn.


Power Strike II
Prerequisites: 《Power Strike》, Fighter Level 9 Class: Fighter
Description: Strike with immense power, at great risk to yourself.
Effect: Your melee attacks do +12 damage. Can only be used with two-handed melee weapons.

When you use 《Power Strike II》, you suffer a -2 penalty to Evasion until your next turn.


Tail Swing
Prerequisites: Adventurer Level 3 Class: Tail
Description: Use your tail to attack.
Effect: You may attack up to 5 characters in the same battlefield with your tail. Weapon details are on the Wrestling Weapon List, under Tail.


Taunting Strike
Prerequisites: None Class: -
Description: As you attack, you taunt the enemy and draw his attacks.

Effect: You make a wide, flashy attack, drawing your target's attention to yourself. An attack made with 《Taunting Strike》 deals -2 damage.

A target hit by a 《Taunting Strike》 must attack the user whenever possible, though the method of attack is up to the target.

Taunting Strike has no effect on characters with over 18 Intelligence or monsters with a high intelligence rating. If the target cannot attack the user, Taunting Strike has no effect. If Taunting Strike is used through a ranged attack, it has no effect if the user is 10m or more from the target.


Throw Attack
Prerequisites: Gain a level in Grappler Class: Grappler
Description: You attack by hurling the enemy.

Effect: You automatically learn this feat when you gain your first Grappler level. You may not learn it any other way.

You can use the two-handed Throw Wrestling weapon. You can only Throw creatures with two legs and one body section. You cannot use 《Throw Attack》 with 《Chain Attack》.

If you hit, the target takes damage and is knocked prone. Until the end of of the turn when a prone enemy stands up, it takes a -2 penalty to all skill checks, except for Fortitude and Willpower checks.


Automatically Acquired Combat Feats

The following is a list of Combat Feats that are automatically acquired when each class reaches a certain level. These Combat Feats are all Passive Feats.

Automatically Acquired Combat Feats
Class Level Combat Feat
Fighter 7 Toughness
13 Battle Master
Grappler 1 Chain Attack
1 Throw Attack
7 Counter
13 Battle Master
Scout 5 Treasure Hunt
7 Fast Action
9 Shadow Sneak
12 Treasure Master
15 Skill Master
Ranger 5 Healing Aptitude
7 Indomitable
9 Potion Master
12 Fleet Footed
15 Shukuchi
Sage 5 Keen Eyes
7 Weakness Exploit
9 Mana Save
12 Mana Resistance
15 Sage's Wisdom